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RPG Battle systems

Started by October 23, 2001 10:07 AM
50 comments, last by black_mage_s 23 years, 3 months ago
quote:
Original post by Ingenu
Why do you copy Final Fantasy ?

INNOVATE !

Do something new, combine elements of many CRPG battle systems...

-* So many things to do, so little time to spend. *-



WHAT THE HELL ARE YOU TALKING ABOUT?
Final fantasy did this:
FF1: Wait your turn, select, do
FF2: See above
FF3: Same yet again
FF4: OoH! Battles with that time meter that charges up before you do squat.
FF6: Yup. Same again.
FF7: Im noticing a pattern.
FF8: Wait your turn AND wait for the summon
FF9: I dont believe in FF9
FF10: The closest i come to this is the fact that the summon can fight by your command

The only thing ripping off final fantasy here is final fantasy.
People will probably get kinda pissed if, say, all of thier characters are dead but one, and that one is at, say 10/100 HP, and they have to wait to pop a potion. Of course, "they should have anticipated.." you may say, but what happens when you are at 40/100, and the enemy gets some sort of critical hit, and knocks you down to 10? Now, instead of waiting to attack, you are panicking because you have to wait to get that potion, and that enemy gets another turn.

Or, you ran out of potions two battles back, and now you are waiting 3 turns to get your healing magic out... you see my point.

Z.
______________"Evil is Loud"
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quote:
Original post by Zaei
People will probably get kinda pissed if, say, all of thier characters are dead but one, and that one is at, say 10/100 HP, and they have to wait to pop a potion. Of course, "they should have anticipated.." you may say, but what happens when you are at 40/100, and the enemy gets some sort of critical hit, and knocks you down to 10? Now, instead of waiting to attack, you are panicking because you have to wait to get that potion, and that enemy gets another turn.

Or, you ran out of potions two battles back, and now you are waiting 3 turns to get your healing magic out... you see my point.

Z.


I''ll chalk this confusion up to my horrible explanation of the system.

When you fight an enemy, the same charging/wait times will apply to it. it cant just attack every time a level passes. if an enemy wants to use an attack, he must wait. if he wants to use magic, he still has to wait, and he also must wait if he wants to use a special attack..

of course, the enemy can use critical atacks, but he has to wait until level 4, and even then, there is only a 1 in 25 chance of it working (thats only a working number though.)

i found it a bit annoying that in most rpgs, the rules for you dont apply to the enemy. that was really annoying. and as for getting pissed you have to wait for magic, when you cast a spell in FF6, you had to wait a turn before it happened. Im just cahnging the order slightly. Now you wait till before you cast a spell, but it happens instantly.

FMG is my RPG

FF6: Cast, Wait, Action
FMG: Wait, Cast, Action

Now that isnt too bad.

FF8: Summon, Wait, Action, Vanishes
FMG: Wait, Summon, Action, Vanishes when you want or at end of battle.

so lets think, you guys keep comparing me to Final Fantasy, and then critisizing the way i do this, when in fact, it is basically just as effiectiant as an FF6/FF8/FF10 hybrid.
"Luck is for people without skill."- Robert (I Want My Island)"Real men eat food that felt pain before it died."- Me
I think that the communal I is actually trying to tell you that your basing your combat system on Action/Wait/Action/Wait sequences and the differences between your system and the FF systems are trivial.

Try to come away from:

Timer counts, when it reaches the magic value a menu pops up and you choose what your character does.

Maybe you could have a timer that rises continuously and if you want to do some action you just subtract it''s time cost from the timer. That way you could have one character save up alot of time and unleash a massive spell at the end of a fight, while your other characters make little swipes every four seconds.

The thing that bugs me is not your ideas about what abilities should exist and how much time it should take to perform them, it''s the waiting to move that you''ve copied from FF.

George D. Filiotis
Geordi
George D. Filiotis
yep that''s the point.

You could replace the action selection mechanism by a a sequence of command.

A : Attack.
X+Y, A, B : cast fireball
...
if you combine that with a system enhancing spell damage when cast often you''ll end with a player using and learning only a few spells, for example.


Anyway you can do as you want, you''re the game designer, but as fellow game designers, we just tell you : innovate !


-* So many things to do, so little time to spend. *-

-* So many things to do, so little time to spend. *-
I say, first thing you do is throw out hit points, experience, levels, magic, and die rolls.

Now, you have a clean slate. Now, build your system from there, thinking up new ways to do and represent things. Resist adding in the standard things listed above until you absoulutely determine you must add them.
_______________________________
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in Think Harmony With Horses
ALU - SHRDLU - WORDNET - CYC - SWALE - AM - CD - J.M. - K.S. | CAA - BCHA - AQHA - APHA - R.H. - T.D. | 395 - SPS - GORDIE - SCMA - R.M. - G.R. - V.C. - C.F.
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quote:
Original post by Symphonic
Try to come away from:

Maybe you could have a timer that rises continuously and if you want to do some action you just subtract it''s time cost from the timer. That way you could have one character save up alot of time and unleash a massive spell at the end of a fight, while your other characters make little swipes every four seconds.






thats actually not that bad of an idea. it doesnt vere off too much from my idea, yet still has enough difference and improvement.
BISHOP: Me like clean slate idea.

The goal of the design should be to create an interesting, exhilariting, logical (does not necessarily mean realistic) way of doing combat.

Use such things as hitpoints to solve problems with your design. For example, if you find that you simply can''t find a graphical representation of injuries, use some sort of hitpoint bar to tell a player how hurt he or his/her opponent is.

You either believe that within your society more individuals are good than evil, and that by protecting the freedom of individuals within that society you will end up with a society that is as fair as possible, or you believe that within your society more individuals are evil than good, and that by limiting the freedom of individuals within that society you will end up with a society that is as fair as possible.
quote:
Original post by bishop_pass
I say, first thing you do is throw out hit points, experience, levels, magic, and die rolls.
Now, you have a clean slate. Now, build your system from there, thinking up new ways to do and represent things. Resist adding in the standard things listed above until you absoulutely determine you must add them.

An RPG needs these things. I cannot think of one that doesn''t. Granted, some RPGs might call them something else, or mask them behind another name; they''re still in there, that is what makes it an RPG.
quote:
Original post by Anonymous Poster
An RPG needs these things. I cannot think of one that doesn''t. Granted, some RPGs might call them something else, or mask them behind another name; they''re still in there, that is what makes it an RPG.


Says who?

_______________________________
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in Think Harmony With Horses
ALU - SHRDLU - WORDNET - CYC - SWALE - AM - CD - J.M. - K.S. | CAA - BCHA - AQHA - APHA - R.H. - T.D. | 395 - SPS - GORDIE - SCMA - R.M. - G.R. - V.C. - C.F.

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